Devlog #5: Credit where credit is due.

Going Under

Going Under is a satirical dungeon crawler about exploring the cursed ruins of failed tech startups. As an unpaid intern in the dystopian city of Neo-Cascadia, you’ll wield office junk as weaponry as you make your way through the offbeat procedural dungeons beneath your company campus.

[img]{STEAM_CLAN_IMAGE}/35928655/e0cbee0f3e737212b1770c9a69dcbd648150c29d.jpg[/img] Hey everyone, Nick here! With launch approaching (SEPT 24th!!!!) and all you new uninitiated followers to impress upon, I thought I’d take a sec to express my appreciation for the incredible work of the fine folks involved in the development of Going Under<3 (Note, I am copy and pasting this thread from twitter, if you prefer to read it there [url=https://twitter.com/AggroCrabGames/status/1308168002123173888]click here[/url]) [h1]Luiz[/h1] [url=http://twitter.com/melluizo]@melluizo[/url] Starting with Luiz, our 2D artist. We knew with our art style we needed someone who could pull off that wiggly colorful techy aesthetic, and he friggin nailed it. Based in Brazil, Luiz was the only remote member of the dev team but hopefully one day we cross paths irl<3 [h1]Sam[/h1] [url=http://twitter.com/imadethisthing]@imadethisthing[/url] When Sam filled the “Junior Coder” role it must have been some freakin’ miracle, cause he was anything but. Ontop of being a stellar dev who coded half the game, Sam quickly took the reins on designing the core loop, metagame, & balance. Like, with, spreadsheets! A king of all trades, Sam even made the GU Logo! I seriously don't know where we'd be without him. It’s bittersweet cause with this project concluding, Sam is parting ways but he’ll always have the heart of a crab. We know he’s gonna kick ass at w/e he puts his mind to next [h1]Felix[/h1] [url=http://soundcloud.com/ymirmusic]@ymirmusic[/url] Our composer/sound designer; out of anyone on the team I’ve known Felix the longest. Many college nights were spent inebriated in his room vibing to beats he whipped up, so when I started my first game Smashy Brick, I had no choice but to get him for the music xD So with Going Under, we just let him do whatever he wanted. Obv at first we couldn't figure out what the game’s music needed to sound like, but there was a point where Everything. Just. Clicked. From then on it was just banger after banger. And the sound effects too??? Felix! [h1]Jobo[/h1] [url=http://twitter.com/jobofish]@jobofish[/url] As our prop/enviro artist & level designer, Jobo had to work directly with me the most, and for that I apologize! Jobo not only had the fatty endless grind of a responsibility of making the majority of the hundreds of items, skills, and obstacles in the game, but ALSO populating a bunch of rooms with them to create both aesthetically pleasing offices AND playable arenas. These rooms are so much of Going Under’s charm/vibes imo and that's all thanks to her. In the demo you’ll notice a lot of ‘Jobo’ weapons in Joblin and now you know why!! [h1]Lulu[/h1] [url=http://twitter.com/luulubuu]@luulubuu[/url] Although she’s only been part of the team for two months, Lulu has already transformed the dynamic of the studio for the better <3 Her sense of humor and grasp of community has brought us all out of our shells a bit & prepared us for cultivating a lovely playerbase!!!! [h1]Caelan[/h1] [url=http://twitter.com/calenquest]@calenquest[/url] What I appreciate the most about Caelan is that where I’m never sure about any decision I make, he can just be like, ‘I love that’ or ‘I hate this’ and I’m on board. Caelan is legit one of the funniest & most talented writers in games right now and I’ll ride or die with whatever words this mans puts to paper. Oh also he coded most of the game but he's not as good at that LMAO. Caelan, as co-founder and game co-creator, shares all my excitement/anxieties about the game that comes out in 3 days. It’s been a long road but we got this, dude! [h1]Nick[/h1] [url=http://twitter.com/SmashyNick]@SmashyNick[/url] That’s me! I did the art direction, character models, rigs, animations, dialogue portraits, vfx, shaders, but then also all the studio stuff like bizdev, hiring, tweeting pre-lulu, merch, publisher relations, budgeting, payments, office upkeep, taxes. I’m tired. I'm not bringing up my laundry list to flex on the team, my point is it was a mistake on this project to not delegate more to others. Every time I trusted someone else to do something, their talent completely blew me away<3 Which means...next project needs a way bigger budget >:) [h1]Team17[/h1] [url=http://twitter.com/Team17Ltd]@Team17Ltd[/url] And of course a huge thank you to Team17. Without you guys supporting us there would be no Aggro Crab and no Going Under. Special shouts to Rusty, Will, Ash, Louise, Christie, Ellie, the life-saving QA team, & of course head honcho Debbie :) [h1]SPECIAL THANKS[/h1] Mr. Dwyer if ur out there we smooch u. Steve for the clutch graphics. Chong the Nomad for the song. Trevor for the merch. My roommate Galen the “Boss Battle Consultant”. AND FINALLY THANK YOU FOLLOWERS AND FANS WE WON'T LET YOU DOWN<3 <3 <3